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Luk3us

Heavy Rain

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Now this game, if you can even call it that, is rather unique. It has the usual array of immersion and such that makes you feel like you are apart of what is going on. Its just that surroundings are a lot different that most games. Most games you searching for treasure/killing bad guys/saving hte universe. In this one it seems you just get to suffer through some other poor bastard's miserable life. :mellow:

 

 

 

I think it will be interesting to see how well this game goes on release.

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Most games you searching for treasure/killing bad guys/saving hte universe.

There's a reason games are designed that way, it's more fun than suffering through a miserable life, something which is readily available in real life.

With no way to win or lose the game, no right or wrong choices, even continuing on if you get yourself killed, this game looks massively boring.

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Interesting video and concept, but the gameplay doesn't appeal to me. I play games to escape real life, which is why I'm diametrically opposed to play sport games on computers...

Perhaps if we think of it as an engine, it would be interesting to see the gameplay model used elsewhere.

 

Great video, from a technical point though.

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From the words of a well known games developer I speak to very often.

 

Wow, talk about forcing players to play your way. What would ever possess someone to make a control scheme like this? Blur out my dialogue choices?! Head-only navigation?! My interest level in this game just dropped to zero. It could be released on the web as a flash game at this point, which with point and click it would likely work a lot better.

 

Dragon’s Lair patterns with a bit of freedom between each.

 

Likewise, I think this game is going to be the biggest disappointment of the decade. The hype machine is so all over this, it proves difficult to swallow. Just because it has a good story and setting, doesn't mean it will be great. If I want that, I'll play Uncharted 2.

 

This is after all from the developers who made Fahrenheit (Indigo Prophecy), and as good a game as that was on a story front, the game made me do what it wanted to. I couldn't really advance without sticking to the most linear gameplay experience imaginable. An example I could give was right at the beginning. I had to search for clues. Having played the first few game levels before at a friends house, I thought I'd try doing things my own way. But nope, the game wouldn't let me. I had to go to position X, then position Y, talk to person A, then go to position Z, then speak to person B in order to advance the game further and complete the scene.

 

The game continued to do this throughout, it'd be like playing any majorly great FPS (like Half life or Halo 3 for example) on rails ala Time Crisis method... It would suck the fun right out of it. Fahrenheit was no different in that respect, and Heavy Rain is set to continue that trend.

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